• 제목/요약/키워드: 프로젝트 기반

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Antecedents and consequences of perceived usefulness of team project-based learning (팀프로젝트 기반 학습법에 대해 지각된 유용성의 선행요인과 결과요인에 대한 연구)

  • Lee, Sungmi
    • The Journal of the Convergence on Culture Technology
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    • 제6권4호
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    • pp.411-417
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    • 2020
  • The purpose of this study was to suggest strategies of team project based learning for undergraduate students by exploring the effects of perceived usefulness on satisfaction in team project-based learning. Also, this study investigated the effects of autonomy support, self-efficacy for group work, and perceived interaction on perceived usefulness. The findings of this study revealed that perceived usefulness affects satisfaction in team project-based learning. Moreover, the results showed that autonomy support and self-efficacy for group work influence perceived usefulness. The findings of this study imply that perceived usefulness is critical team project-based learning is critical to successful learning. Additionally, autonomy support and self-efficacy for group work enables users to perceive usefulness in team project-based learning.

A Study on the Influencing Factors of the Team Project-based Computer Programing Education (팀 프로젝트 기반 교육이 컴퓨터 프로그래밍 학습효과에 미치는 영향요인 분석)

  • Jang, Hyunsong;Kim, Hongja
    • The Journal of Korean Association of Computer Education
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    • 제22권2호
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    • pp.39-50
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    • 2019
  • We designed and applied team project based learning for effective computer programming education and analyzed the effect on learning effect. Throughout simplified traditional theories and practices, teamed up with random lottery, divided role & responsibility, and conducted problem solving projects in a competitive way for a given task. When after completion of the course, we conducted questionnaires on learners in order to grasp the influence factors on the learning effect. As a result of the structural equation model analysis, it was shown that Team Project had a direct effect on the learning effect. The learning effect based on the relationships among the factors derived through exploratory factor analysis. Based on this analysis, we propose a more effective computer programming education way.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • 제25권2호
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

Risk Based Software Development Strategy (리스크 기반 소프트웨어 개발 전략)

  • KWON, W.;Bae, C.K.;Kim, Y.B.;Hwang, S.A.;Kwak, E.Y.;Kwon, H.Y.
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2010년도 춘계학술발표대회
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    • pp.1020-1023
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    • 2010
  • 소프트웨어 개발은 복잡도가 높고 가시성 확보가 어려워 전략적으로 접근해야 한다. 일반 개발 프로젝트에서 개발 전략은 특정 개발 모델과 프로젝트 관리 기법을 사용하겠다는 것이 주류를 이루고 있다. 이러한 방법은 각 개발 단계에서 업무를 진행하는 프로젝트 참여자가 프로젝트 전체를 보지 못하고 각자의 전문 분야만을 국지적으로 개발하여 초기에 의도된 대로 개발되지 않는 결과를 초래하는 경우가 다반사여서 개발 전략으로서의 역할을 적절히 수행하지 못하는 문제가 있다. 본 연구에서는 리스크 기반의 개발 전략을 제시한다. 개발 프로젝트 전체는 물론 개발의 각 단계 별로 전략이 존재할 수 있으며, 전사 차원과 프로젝트 차원의 전략이 존재한다. 분석한 리스크 레벨에 차등적으로 개발 리소스를 할당하고, 개발 기법을 사용하고, 리뷰 및 검증 활동을 진행하여 제한된 개발 리소스를 합리적이고 적절하게 사용하여 개발하고, 개발 과정을 모니터링 및 제어하는 접근법이다. 이미 개발의 일부인 테스팅 분야에서는 리스크 기반 테스팅 전략이라는 이름으로 활용하여 직간접적인 효과를 보고 있으며, 같은 개념을 개발 전체로 확장하여 개발 전략으로 체계화하여 제시한다.

The Strength of Network Ties in TV Drama Making Project: Performance Implication (TV 드라마 제작 프로젝트의 사회 네트워크 연결강도: 성과에 대한 함의)

  • Choo, Seungyoup;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • 제15권6호
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    • pp.1-12
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    • 2015
  • This study attempted to verify the influence of strong and weak ties on the performance of project based organizations by examining various tie relationships in the Korean TV drama making industry. The extant literature has suggested that the impact of network ties depends not only on their strength but also the network contexts (i.e., project characteristics). Due to artistic and creative nature of TV drama making, it is hypothesized that weak tie networks among critical human resources would outperform strong tie networks. Empirical results support the hypothesis that weak tie networks indeed outperform strong tie networks in terms of viewing rate of drama.

Development of Construction Method based Automated Estimation System Considering Characteristics of the Domestic Construction Industry (국내 건설 산업에서의 물량산출 특성을 고려한 공법기반 견적자동화 시스템 개발)

  • Jung, Jun-Ho;Lee, Chang-Hee;Kim, Seong-Ah;Chin, Sang-Yoon;Choi, Cheol-Ho
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 한국전산구조공학회 2010년도 정기 학술대회
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    • pp.93-96
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    • 2010
  • 현재 국내외에서 Building Information Modeling을 적용한 여러 분야의 연구가 활발하게 진행되고 있으며, 일부 국외에서는 3D 기반의 견적을 실제 프로젝트에 반영하고 있다. 반면, 국내 건설 프로젝트에서는 여전히 2D 설계도면과 물량산출 프로그램을 이용하여 견적이 이루어지고 있다. 작업의 신속성 및 정확성을 중요시하는 국내 견적 문화에서는 3D 기반의 물량산출 방식 도입을 부정적으로 바라보는 시각이 있으나, 향후 건설 산업의 경쟁력 확보를 위해서 3D 기반 견적작업이 필요하다. 이에 국외에서 상용화된 견적 시스템을 국내 건설 프로젝트에 적용한 결과, 몇 가지 한계점이 있는 것으로 드러나 국내 견적 방식에 적합한 3D기반의 물량산출 프로그램 개발이 절실한 상황이다. 따라서 본 연구에서는 국내 건설 산업에서의 물량 산출 특성을 반영한 공법기반 견적자동화 시스템 개발 및 검증을 통해 국내 3D 기반의 견적 도입을 앞당기고자 한다.

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Trend of Researches for Human Effects of Electromagnetic Fields (전자파 인체영향 연구동향)

  • Kwon, J.H.
    • Electronics and Telecommunications Trends
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    • 제31권3호
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    • pp.42-49
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    • 2016
  • 전자파 인체영향 관련 다양한 연구들이 유럽은 물론 미국, 일본, 중국 등 기술 선진국을 중심으로 전세계적으로 진행되고 있다. 특히, 유럽에서는 FP7 RTD 프로젝트의 일환으로 국가 간 혹은 관련 산업 간 컨소시엄을 구성하여 1990년대부터 전자파에 의한 인체영향과 관련된 다양한 프로젝트가 수행되었으며 현재도 다양한 주제의 프로젝트들이 수행 중이다. 본고에서는 유럽을 중심으로 진행 중인 전자파 인체영향 관련 프로젝트, 즉 휴대전화 전자파와 인체영향에 대해 연구를 수행하는 Interphone Study, Mobi-Kids Study, 그리고 Mobi-Kids 연구결과 및 프로토콜을 기반으로 일반인에 대해 누적되고 종합적인 전자파 영향 연구를 수행하는 GERoNiMO 프로젝트, 그리고 노출량 저감 관련 LEXNET 프로젝트에 대해 소개하였다.

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Design and Implementation of Web-based Information Reporting System for Group Project Management (그룹프로젝트관리 지원을 위한 웹기반 정보보고시스템의 설계 및 구현)

  • Kim, Myong-Ok;Park, Eun-Byul
    • The Journal of Society for e-Business Studies
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    • 제15권4호
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    • pp.245-263
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    • 2010
  • Today, large enterprises are changing their team organization to group organization. These trends have brought work flexibility of project and manpower usage. However, communication among group members has become more complicated, and it has been found that ERP was not efficient enough to solve this communication problem. The main purpose of this study was to design a quick and systematic communication system for group project management, and Web-based Information Reporting System (hence forth WIRS) has been proposed. The main topics covered in this paper are design of functions and system architecture, process model design, database design, and implementation of the prototype. Focus group interview was conducted and user feedback was positive about main functions for WIRS and its overall impact on the enhancement of productivity.

Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • 제15권4호
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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Impacts of Low User and Project Management Risk on IT Project of Public Sector: The Moderating Effect of User Knowledge (사용자 및 프로젝트 관리 위험 감소가 공공부문 IT 프로젝트 성과에 미치는 영향 : 사용자 지식의 조절효과)

  • Lee, Sooin;Kim, Sanghyun
    • Journal of Digital Convergence
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    • 제18권6호
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    • pp.187-196
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    • 2020
  • We tried to do research on main views(risk and knowledge-based) and propose user knowledge as a factor to be managed in order to strengthen the performance. This study empirically analyzed the user-related and project management risk that affect the IT project performance, and verified user knowledge as a moderating variable. The survey was conducted for respondents who have experience on IT Project of public sector and data were analyzed by Smart PLS 3.0. The results show that low user-related and project management risks have a positive effect on performance. In addition, user knowledge has been shown to enhance the impact of two risks on performance. These findings are meaningful in that they emphasize the importance of user knowledge in public-sector IT projects, as well as the repeated verification of integrated research results.